All of the games that feature this mechanic are bad, empty, fintech husks. Often they feature same neon vaporwave artstyle, maybe with apes, and usually are transparently asset flips designed more to to feature on cryptocurrencies landing page then to be played.
No good games include this ridiculous use case that I cannot imagine anyone who plays games even a little bit to want.
> NFTs are poised to unlock the sharing of items between video games, for example.
Of all of the supposed use cases for NFTs, this is one of the silliest. If you've ever looked into video game modding, one of the things you tend to realize is there is nothing close to a standard model format for art assets, so it's an insane amount of work to get an item in game A imported into game B, and that's only considering the work in mapping the visual design--the work that goes into mapping item properties is in some cases just "there's nothing you can do." (And this is despite there existing just three software packages that gets used in practice to make this stuff!)
> it's an insane amount of work to get an item in game A imported into game B
I understand why that would have been a road block in the last, but my hunch is that this type of problem (mapping visuals and item properties) is something AI would make quick work of.
As a videogame developer, I've always thought this take was just silly. I couldn't even imagine spending the time and effort into integrating someone else's assets into my game and keeping things balanced. The closest thing that we will get to this is something like Fortnite or Roblox, which will limit the type of games and creative choices that can be made.
NFTs are ownership (by some definition of "ownership") of assets on the blockchain. The blockchain is a database that's good for trustless transactions between a sufficient number of competing parties. Video game item transfer's problems have nothing to do with the problems blockchains purport to solve. The problems faced by developers wanting to allow transferring items between different games are primarily IP licensing agreements so that developers of one game have a license to use the assets from the other game, followed by actually finding a use for items in two different games. Since the two developers need to have agreements already in place, that obviates the need for a trustless database. The most likely scenario for one item to be useful across two different games is that both games are the same genre (ie, shooter, RTS game, etc), which reduces the likelihood of developers being open to licensing agreements because their games would be competitors. NFT item transfer has never made sense for these reasons
bepvte|7 months ago
jcranmer|7 months ago
Of all of the supposed use cases for NFTs, this is one of the silliest. If you've ever looked into video game modding, one of the things you tend to realize is there is nothing close to a standard model format for art assets, so it's an insane amount of work to get an item in game A imported into game B, and that's only considering the work in mapping the visual design--the work that goes into mapping item properties is in some cases just "there's nothing you can do." (And this is despite there existing just three software packages that gets used in practice to make this stuff!)
gronglo|7 months ago
I understand why that would have been a road block in the last, but my hunch is that this type of problem (mapping visuals and item properties) is something AI would make quick work of.
calebh|7 months ago
gronglo|7 months ago
Isn't this something that AI could take care of? I feel like if you gave Claude those same instructions you'd probably be pretty amazed.
ranger207|7 months ago
dartharva|7 months ago
luckydata|7 months ago
unknown|7 months ago
[deleted]
xwolfi|7 months ago